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Old January 31st, 2006, 03:14 PM

narwan narwan is offline
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Default Re: Improvement proposal I - OP fire draining

No I haven't looked at the senario and I won't. Not that I don't appreciate the sincere effort you make here, but anyone can make a specific scenario to suit the exact point they try to make so it seems like a bit of waste of time. I'll take your word the scenario show what you say it does.

You make the same mistake in your posts above that I pointed out above. For one, tanks will want to take care of APC's BEFORE they unload their infantry. The statement of 'machine guns will take care of unloading infantry' is gaming the system (or trying to) not to mention the fact that mg's will often fail to do any damage to unloading infantry. Once infantry units (squads, teams, etc) are out of the APC the tanks have lost their opportunity to deal relatively easily with a potentialy deadly threat. Secondly your assumption that infantry can't hurt tanks at 2000m range is also 'gaming the system'. In the game you can see the difference between a squad and an atgm team. In real life the tankers would just see soldiers in the woods line. They can't know, or at least can't be sure, that they don't carry atgm's. If they're wrong that could be a very costly mistake. Suppressing them with (gun)fire untill the arty arrives would be the prudent thing, which the game mimics. And there are of course squads who actually do have atgm's with a 2000m range as part of their weapons load. How will you differentiate between those and others (code wise)? Or between a dragon team (range 1000m) and a TOW team (range over 3000m)? Will tanks use OP fire against only the second at 2000m range? Or neither? Or both?
How about a TOW II team in overwatch and a Ferret approaches. Using the TOW will be a huge overkill, but if the Ferret is allowed to close, it could be deadly to the TOW team. How will you deal with that (code wise)?

You suggest a certain ideal situation in which your suggestions would work and seem like an improvement. But turn it around, make it much less suitable and see if it still works. Delete the mg's or M136's. How will your suggestions effect the outcome then? What additional work would it entail to get an optimal solution then? Now delete both, what would be needed then. Now delete the tanks and replace them with heavy SP-ATGM's. How would it work then, etc, etc.

So between the assumption of unrealistic knowledge on the part of the units in overwatch and the complications your suggestions bring along (with all the possibilities of players finding ways to exploit those) I don't see them being a significant improvement, at least not yet. And since I don't consider the OP fire draining issue broken I'd prefer it as is.
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